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(ENG) D&D 5a Ed. - Monster Manual Expanded I (v1.04)

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Published by caio.gracco00, 2023-06-18 19:28:53

(ENG) D&D 5a Ed. - Monster Manual Expanded I (v1.04)

(ENG) D&D 5a Ed. - Monster Manual Expanded I (v1.04)

152 Chapter 1. Bestiary Battle Horror Large construct, neutral Armor Class 21 (plate, shield) Hit Points 126 (12d10 + 60) Speed 40 ft., fly 40 ft. STR DEX CON INT WIS CHA 22 (+6) 13 (+1) 20 (+5) 10 (+0) 10 (+0) 10 (+0) Skills Perception +8 Damage Immunities force, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine Condition Immunities blinded, charmed, deafened , frightened, paralyzed, petrified, poisoned, stunned Senses truesight 60 ft. (blind beyond this radius), passive Perception 18 Languages understands the languages of its creator but can't speak Challenge 12 (8,400 XP) Magic Resistance. The battle horror has advantage on saving throws against spells and other magical effects. Magic Weapons. The battle horror's weapon attacks are magical. Spell Immunity. The battle horror is immune to six spells chosen by its creator. Typical immunities include fireball, heat metal, and lightning bolt. Actions Multiattack. The battle horror makes three longsword attacks. Greatsword. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) slashing damage plus 7 (2d6) fire damage. Reactions Parry. The battle horror adds 4 to its AC against one melee attack that would hit it. To do so, the battle horror must see the attacker and be wielding a melee weapon. Spell Reflection. If the battle horror makes a successful saving throw against a spell, or a spell attack misses it, the battle horror can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the battle horror. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature. Helmed Horror Battle Horrors A battle horror is a larger and more powerful version of the helmed horror. Aside from the normal qualities of a helmed horror, it has the ability to redirect a spell that was thrown at it. Their weapons are always enchanted with the flaming, lightning, or frost quality, although flaming appears to be the most common. When a battle horror is destroyed, the weapon loses its magical qualities.


Chapter 1. Bestiary 153 Hippogriffs Hippogriff Alpha Large monstrosity, unaligned Armor Class 12 Hit Points 38 (5d10 + 10) Speed 40 ft., fly 60 ft. STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 15 (+2) 2 (-4) 14 (+2) 10 (+0) Skills Perception +6 Senses passive Perception 16 Languages ----- Challenge 2 (450 XP) Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The griffon makes two attacks: one with its beak and one with its claws. Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 4) percing damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. War Hippogriff Large monstrosity, unaligned Armor Class 16 (scale mail) Hit Points 60 (7d10 + 21) Speed 40 ft., fly 60 ft. STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 16 (+3) 2 (-4) 14 (+2) 10 (+0) Skills Perception +6 Senses passive Perception 16 Languages ----- Challenge 3 (700 XP) Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The griffon makes two attacks: one with its beak and one with its claws. Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 4) percing damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage and if the target is a Large or smaller creature it must succeed on a DC 14 Strength saving throw or be pushed 5 feet away and be knocked prone. Reactions Rear Kick (Recharge 4-6). When a creature ends its turn within 5 feet of the hippogriff and is visible to the hippogriff, the hippogriff can attack it with its hooves. Alpha A hippogriff alpha is the leader of a hippogriff pack and is often the largest male in the group. War Hippogriff When hippogriffs are captured young and trained, they can become war hippogriffs. They are able to kick foes with their hooves if an unsuspecting creature moves too close to it.


154 Chapter 1. Bestiary Hobgoblins Hobgoblin Scout Medium humanoid (goblinoid), lawful evil Armor Class 17 (studded leather, shield) Hit Points 23 (5d8) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 10 (+0) 10 (+0) 10 (+0) 9 (-1) Senses darkvision 60 ft., passive Perception 10 Languages Common, Goblin Challenge 1 (200 XP) Lightfooted. The hobgoblin can take the Dash or Disengage action as a bonus action on each of its turns. Martial Advantage (1/Turn). The hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin and that ally isn't incapacitated. Actions Multiattack. The hobgoblin makes two shortsword attacks or two longbow attacks. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Hobgoblin Dreadmaster Medium humanoid (goblinoid), lawful evil Armor Class 19 (splint, shield) Hit Points 78 (12d8 + 24) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 16 (+3) Saving Throws Str +6, Con +5, Wis +3, Cha +5 Senses darkvision 60 ft., passive Perception 10 Languages Common, Goblin Challenge 6 (2,300 XP) Aura of Dread. A creature hostile to the hobgoblin that starts its turn within 20 feet of the hobgoblin must succeed on a DC 14 Wisdom saving throw, unless the hobgoblin is incapacitated. On a failed save, the target is frightened until the start of its next turn. While frightened in this way, the target can't perform any actions except move up to half its speed. If a creature's saving throw is successful, the creature is immune to the hobgoblin's Aura of Dread for the next 24 hours. Martial Advantage (1/Turn). The hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin and that ally isn't incapacitated. Smite (1/Turn). As a bonus action, when the hobgoblin hits a creature with a weapon attack, it can expend a 1st level spell slot to deal an extra 2d8 necrotic damage and the target must succeed on a DC 14 Wisdom saving throw or become frightened until the end of its next turn. The creature is paralyzed while frightened. If the hobgoblin expends a spell slot of 2nd level or higher, the extra necrotic damage increases by 1d8 for each level above 1st (maximum 5d8). Spellcasting. The hobgoblin is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14). It has the following paladin spells prepared: 1st level (4 slots): bane, command, hunter's mark 2nd level (3 slots): hold person, misty step 3rd level (2 slots): crusader's mantle, haste Actions Multiattack. The hobgoblin makes two morningstar attacks or two longbow attacks. It can use Command Ally in place of one weapon attack. Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) necrotic damage. Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Command Ally. The hobgoblin targets an ally within 30 feet that can see and hear the hobgoblin. The target uses its reaction to move up to half its speed and make one melee attack. Dreadmaster's Presence (1/Day). Each ally within 30 feet of the hobgoblin, can see the hobgoblin, and not already affected by Dreadmaster's Presence gain advantage on attack rolls until the start of the hobgoblin's next turn. Each creature of the hobgoblin's choice that is within 30 feet of it, can see it, and not already affected by Dreadmaster's Presence become frightened until the start of the hobgoblin's next turn. Dreadmaster A hobgoblin dreadmaster is a blackguard serving the god Bane. They are tasked to plan battle strategies and lead troops into battle. Dread Companion. Dreadmasters always have a special beast or monstrous companion known as a dread beast that has absolute loyalty to its dreadmaster. Typical dread beasts are displacer beasts, hell hounds, and nightmares. Scout A hobgoblin serve as rangers and spies for the hobgoblin army. In battle, they provide long range support.


Chapter 1. Bestiary 155 3rd level (3 slots): fireball, fly, lightning bolt Sorcery Points. The hobgoblin has 6 sorcery points. It can spend l or more sorcery points as a bonus action to gain one of the following benefits: Empowered Spell: When the hobgoblin rolls damage for a spell, it can spend 1 sorcery point to reroll up to 3 damage dice. It must use the new rolls. It can use Empowered Spell even if it has already used a different Metamagic option during the casting of the spell. Quickened Spell: When the hobgoblin casts a spell that has a casting time of 1 action, the giant can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Actions Multiattack. The hobgoblin makes two spear attacks. Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 2) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack. Acid Breath (1/Day). The hobgoblin exhales acid in an 30-foot line that is 5 feet wide. Each creature in that line must succeed on a DC 13 Dexterity saving throw, taking 17 (5d6) acid damage on a failed save, or half as much damage on a successful one. Fire Breath (1/Day). The hobgoblin exhales fire in a 15-foot cone. Each creature in that area must succeed on a DC 13 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one. Hobgoblin Talon of Tiamat Medium humanoid (hobgoblin), lawful evil Armor Class 17 (scale mail, shield) Hit Points 72 (11d8 + 22) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 16 (+3) Saving Throws Con +5, Wis +3, Cha +6 Skills Arcana +3, Intimidation +6, Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages Common, Goblin Challenge 7 (2,900 XP) Arcane Advantage (1/Turn). The hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a damaging spell attack if that creature is within 5 feet of an ally of the hobgoblin and that ally isn't incapacitated. Martial Advantage (1/Turn). The hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin and that ally isn't incapacitated. Spellcasting. The hobgoblin is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It has the following sorcerer spells prepared: Cantrips (at will): fire bolt, mage hand, minor illusion, poison spray 1st level (4 slots): chromatic orb, shield 2nd level (3 slots): scorching ray, mirror image


156 Chapter 1. Bestiary Hobgoblin Veteran Medium humanoid (goblinoid), lawful evil Armor Class 18 (chain mail, shield) Hit Points 33 (5d8 + 10) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 9 (-1) Senses darkvision 60 ft., passive Perception 10 Languages Common, Goblin Challenge 2 (450 XP) Martial Advantage (1/Turn). The hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin and that ally isn't incapacitated. Actions Multiattack. The hobgoblin makes two longsword attacks or two longbow attacks. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Reactions Direct Counterstrike. In response to a creature missing the hobgoblin with a melee attack and the attacker is visible to the hobgoblin, it can target an ally within 5 feet of the creature. If the ally can see and hear the hobgoblin, it uses its reaction to make one melee weapon attack against the creature with advantage on the attack roll. Hobgoblin War Priest Medium humanoid (goblinoid), lawful evil Armor Class 18 (chain mail, shield) Hit Points 72 (11d8 + 22) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 14 (+2) 10 (+0) 16 (+3) 12 (+1) Saving Throws Con +3, Wis +5 Skills Intimidation +6, Religion +3 Senses darkvision 60 ft., passive Perception 10 Languages Common, Goblin Challenge 4 (1,100 XP) Martial Advantage (1/Turn). The hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin and that ally isn't incapacitated. Spellcasting. The hobgoblin is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following cleric spells prepared: Cantrips (at will): guidance, sacred flame, thaumaturgy, toll the dead 1st level (4 slots): bane, command, divine favor, guiding bolt, healing word, shield of faith 2nd level (3 slots): hold person, magic weapon, silence, spiritual weapon 3rd level (3 slots): bestow curse, crusader's mantle, mass healing word, spirit guardians Actions Multiattack. The hobgoblin makes two morningstar attacks. Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. Reactions Guided Strike (Recharges after a Short or Long Rest). The hobgoblin grants a + 10 bonus to an attack roll made by itself or another creature within 30 feet of it. The hobgoblin can make this choice after the roll is made but before it hits or misses. Talon of Tiamat The Talon of Tiamat is a champion of the Dragon Queen and all evil dragons. It serves to enforce the Dark Lady's will by destroying metallic dragons and its allies, such as the Harpers and the Lord's Alliance. Aside from its sorcerous abilities, it can also magically breathe two types of dragon fire at its foes. Veteran The hobgoblin veteran normally trains young hobgoblins for war and are often encountered with them. The veteran is an effective combatant due to its experience and familiarity with how its allies fight. War Priest The war priest is a worshipper of Maglubiyet, the goblinoid god of war and domination. They are usually found leading goblinoid armies to battle or planning military strategies with other goblinoid leaders. It prefers to use its spells to wreak havoc on its foes than heal its wounded allies.


Chapter 1. Bestiary 157 Hook Horrors Hook Horror Alpha Large monstrosity, neutral Armor Class 16 (natural armor) Hit Points 102 (12d10 + 36) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 16 (+3) 6 (-2) 13 (+1) 7 (-2) Skills Perception +4 Senses blindsight 60 ft., darkvision 10 ft., passive Perception 14 Languages Hook Horror Challenge 5 (1,800 XP) Echolocation. The hook horror can't use its blindsight while deafened. Keen Hearing. The hook horror has advantage on Wisdom (Perception)checks that rely on hearing. Pack Tactics. The hook horror has advantage on an attack roll against a creature if at least one of the hook horror's allies is within 5 feet of the creature and the ally isn't incapacitated. Packmaster. An allied hook horror that starts its turn within 30 feet of this hook horror and that can see and hear this hook horror gains Pack Tactics until the start of its next turn. Actions Multiattack. The hook horror makes two hook attacks. If both hook attacks hit the same creature, the hook horror can make one beak attack against the same target. Hook. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) percing damage. Hook Horror Clan Mother Huge monstrosity, neutral Armor Class 17 (natural armor) Hit Points 158 (15d12 + 60) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 22 (+6) 10 (+0) 18 (+4) 6 (-2) 14 (+2) 8 (-1) Skills Perception +5 Senses blindsight 60 ft., darkvision 10 ft., passive Perception 15 Languages Hook Horror Challenge 7 (2,900 XP) Echolocation. The hook horror can't use its blindsight while deafened. Keen Hearing. The hook horror has advantage on Wisdom (Perception)checks that rely on hearing. Pack Tactics. The hook horror has advantage on an attack roll against a creature if at least one of the hook horror's allies is within 5 feet of the creature and the ally isn't incapacitated. Packmaster. An allied hook horror that starts its turn within 30 feet of this hook horror and that can see and hear this hook horror gains Pack Tactics until the start of its next turn. Actions Multiattack. The hook horror makes three attacks: one with its beak and two with its hooks. Beak. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) percing damage. Hook. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained and the hook horror can automatically hit the target with its hook attack but can't use one of its hook attacks against other targets. Alpha The hook horror alpha is always the largest and most battlescarred hook horror in its pack. It leads hunting forays into humanoid territories and is always the first to strike. Beak Strike. During combat, after hitting its prey with both its hooks, it can make a beak attack. Clan Mother The clan mother is a hulking 15-foot tall matriarch of the hook horrors. It can attack with both its hooks and its beak.


158 Chapter 1. Bestiary Hydras Cryohydra Huge monstrosity, neutral Armor Class 15 (natural armor) Hit Points 172 (15d12 + 75) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 20 (+5) 2 (-4) 10 (+0) 7 (-2) Skills Perception +6 Damage Immunities cold Senses darkvision 10 ft., passive Perception 16 Languages ----- Challenge 9 (5,000 XP) Hold Breath. The hydra can hold its breath for 1 hour. Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way. Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Wakeful. While the hydra sleeps, at least one of its heads is awake. Actions Multiattack. The hydra makes as many bite attacks as it has heads, each of which it can replace with one use of Cold Breath. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) percing damage plus 3 (1d6) cold damage. Cold Breath (1/Turn). One of the hydra's heads exhales cold in a 15-foot cone. Each creature in that area must succeed on a DC 17 Dexterity saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. Cryohydra The cryohydra has a mottled white hide with a pale white underside. Each of its heads has the ability to breathe frost in a 15-foot cone, but since the hydra has only one set of lungs, only one of the heads can do so per turn. They are normally found in the arctic terrain, such as glaciers and icy caverns. Frost giants sometimes keep them as guards.


159 Chapter 1. Bestiary Fen Hydra Large monstrosity, neutral Armor Class 14 (natural armor) Hit Points 128 (14d10 + 45) Speed 20 ft., swim 40 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 2 (-4) 10 (+0) 6 (-2) Skills Perception +6 Senses darkvision 10 ft., passive Perception 16 Languages ----- Challenge 6 (2,300 XP) Amphibious. The hydra can breathe air and water. Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 20 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 8 hit points for each head regrown in this way. Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Wakeful. While the hydra sleeps, at least one of its heads is awake. Actions Multiattack. The hydra makes as many bite attacks as it has heads. Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) percing damage. Fen Hydra The fen hydra is a smaller and legless species of hydra. While it can slither on land, it is an excellend swimmer and is commonly encountered submerged in flooded marshy terrain or large bodies of water.


160 Chapter 1. Bestiary Gulguthydra Huge monstrosity, neutral Armor Class 16 (natural armor) Hit Points 225 (18d12 + 108) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 22 (+6) 12 (+1) 22 (+6) 2 (-4) 10 (+0) 7 (-2) Skills Perception +7 Damage Immunities acid Senses darkvision 10 ft., passive Perception 17 Languages ----- Challenge 14 (10,000 XP) Hold Breath. The hydra can hold its breath for 1 hour. Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 40 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 15 hit points for each head regrown in this way. Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Stench. Any creature that starts its turn within 10 feet of the gulguthydra must succeed on a DC 19 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the gulguthydra's Stench for 24 hours. Wakeful. While the hydra sleeps, at least one of its heads is awake. Actions Multiattack. The hydra makes as many bite attacks as it has heads, and two tentacle attacks. It can replace both tentacle attacks with tentacle slam. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 6) percing damage. If the target is a creature, it must succeed on a DC 19 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure . The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. Tentacle. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 9 (2d8) piercing damage. If the target is Large or smaller, it is grappled (escape DC 16) and restrained until the grapple ends. The gulguthydra has two tentacles, each of which can grapple one target. Tentacle Slam. The gulguthydra slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 19 Strength saving throw or take 20 (4d6 + 6) bludgeoning damage and be stunned until the end of the gulguthydra's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned. Gulguthydra The bizarre and horrid gulguthydra is a hybrid mix of hydra and the disgusting otyugh. It looks like a disease-ridden hydra with two otyugh-like tentacles. A horrendous stench emanates from it, nauseating any who come near it. Carnivorous Scavenger. The gulguthydra is a scavenger that will try to eat anything that looks or used to look alive. It will always prefer living creatures over carrion. It can devastate a whole ecosystem if left unchecked. Fortunately, they are extremely rare.


Chapter 1. Bestiary 161 Pyrohydra Huge monstrosity, neutral Armor Class 15 (natural armor) Hit Points 184 (16d12 + 80) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 20 (+5) 2 (-4) 10 (+0) 7 (-2) Skills Perception +6 Damage Immunities fire Senses darkvision 10 ft., passive Perception 16 Languages ----- Challenge 11 (7,200 XP) Hold Breath. The hydra can hold its breath for 1 hour. Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 30 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken cold damage since its last turn. The hydra regains 12 hit points for each head regrown in this way. Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Wakeful. While the hydra sleeps, at least one of its heads is awake. Actions Multiattack. The hydra makes as many bite attacks as it has heads, each of which it can replace with one use of Fire Breath. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) percing damage plus 4 (1d8) fire damage. Fire Breath (1/Turn). One of the hydra's heads exhales fire in a 15-foot cone. Each creature in that area must succeed on a DC 17 Dexterity saving throw, taking 22 (5d8) fire damage on a failed save, or half as much damage on a successful one. Mordant Hydra Huge monstrosity, neutral Armor Class 16 (natural armor) Hit Points 213 (17d12 + 102) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 22 (+6) 12 (+1) 22 (+6) 2 (-4) 10 (+0) 7 (-2) Skills Perception +7 Damage Immunities acid Senses darkvision 10 ft., passive Perception 17 Languages ----- Challenge 13 (10,000 XP) Hold Breath. The hydra can hold its breath for 1 hour. Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 40 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 15 hit points for each head regrown in this way. Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Wakeful. While the hydra sleeps, at least one of its heads is awake. Actions Multiattack. The hydra makes as many bite attacks as it has heads, each of which it can replace with one use of Acid Breath. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 6) percing damage plus 5 (1d10) acid damage. Acid Breath (Recharge 6). One of the hydra's heads exhales acid in an 30-foot line that is 5 feet wide. Each creature in that line must succeed on a DC 19 Dexterity saving throw, taking 27 (5d10) acid damage on a failed save, or half as much damage on a successful one. Mordant The mordant hydra has a dark purple and mottled hide with a light purplish underside. Each of its heads has the ability to breathe acid in a 30-foot line but since the hydra has only one set lungs, only one of the heads can do so per turn. Pyrohydra The pyrohydra has a scaly, dark red hide with a light underside. Each of its heads has the ability to breathe fire in a 15-foot cone, but since the hydra has only one set of lungs, only one of the heads can do so per turn. It can normally be found in the hottest of environments, such as a lava-filled cavern or inside an active volcano's basin. They are sometimes kept as guards by fire giants and efreet.


162 Chapter 1. Bestiary Jackalweres Jackalwere Thug Medium humanoid (shapechanger), lawful evil Armor Class 13 Hit Points 39 (7d8 + 7) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 12 (+1) 13 (+1) 11 (+0) 10 (+0) Skills Deception +4, Perception +2, Stealth +5 Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered Senses passive Perception 12 Languages Common (can't speak in jackal form) Challenge 1 (200 XP) Shapechanger. The jackalwere can use its action to polymorph into a specific Medium human or a jackal-humanoid hybrid, or back into its true form (that of a Small jackal). Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Keen Hearing and Smell. The jackalwere has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The jackalwere has advantage on an attack roll against a creature if at least one of the warhound's allies is within 5 feet of the creature and the ally isn't incapacitated. Sneak Attack (1/Turn). The jackalwere deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the jackalwere that isn't incapacitated and the jackalwere doesn't have disadvantage on the attack roll. Actions Bite ( Jackal or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Scimitar (Human or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Sleep Gaze. The jackalwere gazes at one creature it can see within 30 feet of it. The target must make a DC 10 Wisdom saving throw. On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this jackalwere's gaze for the next 24 hours. Undead and creatures immune to being charmed aren't affected by it. Thug A typical jackalwere would never attack in the open and will always prefer a more subtle way to get at its intended victims. A jackalwere thug, on the other hand, does not have the patience and will simply ambush its prey or overwhelm it through sheer numbers. They are still cowards though, and flee if they feel they cannot win the fight without costing a lot. They almost always serve the lamia, but some have been employed by night hags, mummy lords, and oni lords.


Chapter 1. Bestiary 163 Psychic Blades (3/day). The jackalwere deals an extra 10 (3d6) damage when it hits a target with a weapon attack. Spellcasting. The jackalwere is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following bard spells prepared: Cantrips (at will): minor illusion, thunderclap, vicious mockery 1st level (4 slots): charm person, dissonant whispers, earth tremor, thunderwave 2nd level (3 slots): blindness/deafness, hold person 3rd level (3 slots): catnap, enemies abound, major image Actions Bite ( Jackal or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Scimitar (Human or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Sleep Gaze. The jackalwere gazes at one creature it can see within 30 feet of it. The target must make a DC 10 Wisdom saving throw. On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this jackalwere's gaze for the next 24 hours. Undead and creatures immune to being charmed aren't affected by it. Reactions Vexing Howl (Recharge 4-6). When a creature within 30 feet of the jackalwere, is visible to the jackalwere, and can hear the jackalwere makes an attack roll but before the outcome is determined, the jackalwere can impose disadvantage to the creature's attack roll. If the attack misses, the creature must succeed on a DC 13 Charisma saving throw or take 13 (3d8) psychic damage and is knocked prone. Jackalwere Deceiver Medium humanoid (shapechanger), lawful evil Armor Class 12 Hit Points 50 (9d8 + 9) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 15 (+2) 12 (+1) 14 (+2) 12 (+1) 16 (+3) Skills Deception +7, Perception +2, Stealth +4 Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered Senses passive Perception 12 Languages Common (can't speak in jackal form) Challenge 2 (450 XP) Shapechanger. The jackalwere can use its action to polymorph into a specific Medium human or a jackal-humanoid hybrid, or back into its true form (that of a Small jackal). Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Keen Hearing and Smell. The jackalwere has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The jackalwere has advantage on an attack roll against a creature if at least one of the warhound's allies is within 5 feet of the creature and the ally isn't incapacitated. Dark Whispers. The jackalwere can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the jackalwere, the target must succeed on a DC 15 Charisma saving throw or be frightened for 1 minute. While frightened in this way, a creature must take the Dash action and move away from the jackalwere by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. If the creature ends its turn in a location where it doesn't have line of sight to the jackalwere, the creature can repeat the saving throw. On a success, the effect ends. Deceiver A few jackalwere exhibit uncanny intelligence, and develop a talent for deception and the performance of the arts. They become bards and are sent to the College of Whispers by their masters. With their new abilities, they are used for the more complex missions of assassination, spreading false information, sabotage, and spying. A jackalwere deceiver will never put itself at risk unneccessarily, such as fighting in the open. It will always try to outwit or negotiate its way out of a bind. But if caught, it will defend itself with its spells and abilities.


164 Chapter 1. Bestiary Kenkus damage on its weapon damage rolls against a creature if at least two of the kenku's allies is within 5 feet of the creature and the ally isn't incapacitated. Mimicry. The kenku has advantage on Wisdom (Perception) checks that rely on hearing or smell. Sneak Attack (1/Turn). The kenku deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the kenku that isn't incapacitated and the kenku doesn't have disadvantage on the attack roll. Actions Multiattack. The kenku makes two shortsword attacks or two shortbow attacks. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Kenku Gang Boss Medium humanoid (kenku), chaotic neutral Armor Class 13 Hit Points 50 (9d8 + 9) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 12 (+1) 12 (+1) 12 (+1) 12 (+1) Skills Deception +5, Intimidate +5, Perception +3, Stealth +5 Senses passive Perception 13 Languages Understands Auran and Common but speaks only through the use of its Mimicry trait Challenge 2 (450 XP) Ambusher. The kenku has advantage on attack rolls against any creature it has surprised. Cunning Action. On each of its turns, the kenku can use a bonus action to take the Dash, Disengage, or Hide action. Ganglord's Presence. A kenku ally that starts its turn with 30 feet of this kenku and can see and hear this kenku deals an extra 3 (1d6) Gang Boss The kenku gang boss, also called the shateigashira by the kenku, is the head of all the local kenku gangs. All local kenku gang leaders report and pay tribute to the gang boss. While the kenku gangs mostly operate as thieves and extortionists, the kenku gang boss will sometimes be hired or given orders by the regional boss, or the wakagashira, for more devious operations, such as assassination, arson, and kidnapping.


Chapter 1. Bestiary 165 Kenku Eagle Claw Medium humanoid (kenku), chaotic neutral Armor Class 15 Hit Points 33 (6d8 + 6) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 10 (+1) 11 (+0) 14 (+2) 10 (+0) Skills Deception +4, Perception +4, Stealth +7 Senses passive Perception 14 Languages Understands Auran and Common but speaks only through the use of its Mimicry trait Challenge 1 (100 XP) Ambusher. The kenku has advantage on attack rolls against any creature it has surprised. Mimicry. The kenku has advantage on Wisdom (Perception) checks that rely on hearing or smell. Stunning Strike (3/Day). Once per turn, when the kenku hits a creature with a melee weapon attack, it can force the creature to make a DC 12 Constitution saving throw or be stunned until the end of the creature's next turn. Unarmored Defense. While the kenku is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Actions Multiattack. The kenku makes three attacks, each of which can be an unarmed strike or a dart attack. Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Kenku Sneak Medium humanoid (kenku), chaotic neutral Armor Class 14 Hit Points 27 (5d8 + 5) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 10 (+1) 11 (+0) 10 (+0) 10 (+0) Skills Deception +4, Perception +2, Stealth +8 Senses passive Perception 12 Languages Understands Auran and Common but speaks only through the use of its Mimicry trait Challenge 1/2 (100 XP) Ambusher. The kenku has advantage on attack rolls against any creature it has surprised. Cunning Action. On each of its turns, the kenku can use a bonus action to take the Dash, Disengage, or Hide action. Mimicry. The kenku has advantage on Wisdom (Perception) checks that rely on hearing or smell. Sneak Attack (1/Turn). The kenku deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the kenku that isn't incapacitated and the kenku doesn't have disadvantage on the attack roll. Actions Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Eagle Claw Eagle claws are kenku that specializes in martial arts. They are normally used as guards but are sometimes sent on missions that require a target to be subdued or kidnapped. Sneak The kenku sneak comprise the majority of kenku gangs. They are expert con artists, lockpicks, pickpockets, and thieves, know all the streets and strucure where they operate like the back of their hand, and can almost always break into any building without getting detected.


166 Chapter 1. Bestiary Kobolds Dragonwrought Sorcerer Small humanoid (kobold), lawful evil Armor Class 13 (16 with mage armor) Hit Points 44 (8d6 + 16) Speed 30 ft., fly 30 ft. STR DEX CON INT WIS CHA 7 (-2) 15 (+2) 14 (+2) 10 (+0) 11 (+0) 15 (+2) Skills Arcana + 2, Perception +4, Stealth +2 Damage Immunities fire Senses blindsight 10 ft., darkvision 60 ft., passive Perception 19 Languages Common, Draconic Challenge 4 (1,100 XP) Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Spellcasting. The kobold is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It has the following sorcerer spells prepared: Cantrips (at will): fire bolt, mage hand, minor illusion, poison spray 1st level (4 slots): mage armor, shield 2nd level (3 slots): aganazzar's scorcher, mirror image, scorching ray 3rd level (3 slots): fireball, melf's minute meteors Sorcery Points. The kobold has 6 sorcery points. It can spend l or more sorcery points as a bonus action to gain one of the following benefits: Empowered Spell: When the kobold rolls damage for a spell, it can spend 1 sorcery point to reroll up to 3 damage dice. It must use the new rolls. It can use Empowered Spell even if it has already used a different Metamagic option during the casting of the spell. Quickened Spell: When the kobold casts a spell that has a casting time of 1 action, the giant can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. Dragon Breath (Recharge 5-6). The kobold exhales fire in a 15-foot cone. Each creature in that area must succeed on a DC 12 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. Kobold Skirmisher Small humanoid (kobold), lawful evil Armor Class 13 Hit Points 12 (5d6 - 5) Speed 30 ft. STR DEX CON INT WIS CHA 7 (-2) 16 (+3) 9 (-1) 8 (-1) 7 (-2) 8 (-1) Senses darkvision 60 ft., passive Perception 8 Languages Common, Draconic Challenge 1/4 (50 XP) Lightfooted. The kobold can take the Dash or Disengage action as a bonus action on each of its turns. Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. Skirmish Advantage. The kobold gains advantage on its first attack roll this turn if it has moved at least 15 feet from its space at the beginning of its turn. Actions Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Reactions Skirmisher. When an enemy the kobold can see ends its turn within 5 feet of it, the kobold can move up to half its speed. This movement doesn’t provoke opportunity attacks. Dragonwrought Sorcerer Dragonwrought kobolds are a very rare type of winged kobold that are born with the ability to exhale dragon breath. Such kobolds show exceptional abilities and intelligence unseen from normal kobolds, and some even become arcane spellcasters. They become natural leaders of their tribe, if not all of the tribes in the region. Skirmisher Skirmishers are opportunistic kobolds that specialize in guerilla tactics. They rarely go into melee, preferring ranged combat whenever possible. Sneak These are kobold rogues that almost never fight in the open. They strike only if they outnumber their foes, or if they are sure that they have a way to retreat. Wyrmpriest A wyrmpriest is a cleric that worships Tiamat and has been blessed with the ability to use dragon breath. The wyrmpriest normally leads the tribe but also fills the role of spiritual advisor to stronger leaders.


Chapter 1. Bestiary 167 Kobold Sneak Small humanoid (kobold), lawful evil Armor Class 15 (studded leather) Hit Points 17 (7d6 - 7) Speed 30 ft. STR DEX CON INT WIS CHA 7 (-2) 16 (+3) 9 (-1) 8 (-1) 7 (-2) 8 (-1) Senses darkvision 60 ft., passive Perception 8 Languages Common, Draconic Challenge 1/2 (100 XP) Cunning Action. On each of its turns, the kobold can use a bonus action to take the Dash, Disengage, or Hide action. Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. Sneak Attack (1/Turn). The kobold deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the kobold that isn't incapacitated and the kobold doesn't have disadvantage on the attack roll. Actions Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Kobold Wyrmpriest Small humanoid (kobold), lawful evil Armor Class 13 Hit Points 17 (7d6 - 7) Speed 30 ft. STR DEX CON INT WIS CHA 7 (-2) 15 (+2) 9 (-1) 8 (-1) 14 (+2) 8 (-1) Senses darkvision 60 ft., passive Perception 8 Languages Common, Draconic Challenge 2 (450 XP) Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Spellcasting. Thekobold is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following cleric spells prepared: Cantrips (at will): mending, resistance, sacred flame, thaumaturgy 1st level (4 slots): bane, guiding bolt, healing word 2nd level (3 slots): hold person, spiritual weapon 3rd level (2 slots): feign death, spirit guardians Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. Dragon Breath (1/Day). The kobold exhales poison in a 15-foot cone. Each creature in that area must succeed on a DC 12 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one.


168 Chapter 1. Bestiary Kraken Young Kraken Huge monstrosity (titan), chaotic evil Armor Class 17 (natural armor) Hit Points 161 (14d12 + 70) Speed 20 ft., swim 60 ft. STR DEX CON INT WIS CHA 26 (+8) 11 (+0) 21 (+5) 18 (+4) 14 (+2) 16 (+3) Saving Throws Str +13, Dex +5, Con +10, Int +9, Wis +7 Damage Immunities lightning; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities frightened, paralyzed Senses truesight 120 ft., passive Perception 12 Languages understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft. Challenge 12 (8,400 XP) Amphibious. The kraken can breathe air and water. Freedom of Movement. The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Siege Monster. The kraken deals double damage to objects and structures. Actions Multiattack. The kraken makes three tentacle attacks, each of which it can replace with one use of Fling. Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) piercing damage. If the target is a Medium or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 21 (6d6) acid damage at the start of each of the kraken's turns. If the kraken takes 25 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone. Tentacle. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target. Fling. One Large or smaller object held or creature grappled by the kraken is thrown up to 40 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone. Lightning Storm. The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 17 Dexterity saving throw, taking 11 (2d10) lightning damage on a failed save, or half as much damage on a successful one. Legendary Actions The kraken can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The kraken regains spent legendary actions at the start of its turn. Tentacle Attack or Fling. The kraken makes one tentacle attack or uses its Fling. Lightning Storm (Costs 2 Actions). The kraken uses Lightning Storm. Ink Cloud (Costs 3 Actions). While underwater, the kraken expels an ink cloud in a 40-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 17 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn. Young Kraken The ancient adult kraken is very rarely seen, as there are almost no survivors to ever tell the story when one encounters it. Young krakens, on the other hand, appear to be the ones that most sailors see and get to live to tell the tale, albeit barely. These behemoths are huge, despite being just a third the size of the adult kraken. They can attack and sink any of the large ships singlehandedly if not fended off quickly enough.


Chapter 1. Bestiary 169 Kuo-toa Exalted Whip Medium humanoid (kuo-toa), neutral evil Armor Class 12 (natural armor) Hit Points 78 (12d8 + 24) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 14 (+2) 12 (+1) 16 (+3) 12 (+1) Skills Perception +7, Religion +5 Senses darkvision 120 ft., passive Perception 16 Languages Undercommon Challenge 3 (700 XP) Amphibious. The kuo-toa can breathe air and water. Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. Sunlight Sensitivity. While in sunlight, the kuotoa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Spellcasting. The kuo-toa is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following cleric spells prepared: Cantrips (at will): mending, poison spray, sacred flame, thaumaturgy 1st level (4 slots): bane, sanctuary, shield of faith 2nd level (3 slots): hold person, spiritual weapon 3rd level (2 slots): crusader's mantle, spirit guardians Actions Multiattack. The kuo-toa makes one bite attack and three unarmed strikes. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Pincer Staff. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12). Until this grapple ends, the kuo-toa can't use its pincer staff on another target. Kuo-toa Harpooner Medium humanoid (kuo-toa), neutral evil Armor Class 11 (natural armor) Hit Points 28 (5d8 + 5) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 11 (+0) 11 (+0) 10 (+0) 8 (-1) Skills Perception 4 Senses darkvision 120 ft., passive Perception 16 Languages Undercommon Challenge 1/2 (100 XP) Amphibious. The kuo-toa can breathe air and water. Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. Sunlight Sensitivity. While in sunlight, the kuotoa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Harpoon. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a Medium or smaller creature, it must succeed on a Strength contest against the kuo-toa or be pulled up to 15 feet toward the kuo-toa. Kuo-Toans Exalted Whip An exalted whip is a priest that serves as intermediary between whips and the archpriest. They manage and train the whips while reporting everything to the archpriest. Harpooner These kuo-toa are expert harpoon throwers. They are normally used to help other kuo-toa hunt and restrain bigger prey, or catch intruders.


170 Chapter 1. Bestiary Kuo-toa Monitor Medium humanoid (kuo-toa), neutral evil Armor Class 13 (natural armor) Hit Points 65 (10d8 + 20) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 14 (+2) 12 (+1) 14 (+2) 11 (+0) Skills Perception +6, Religion +4 Senses darkvision 120 ft., passive Perception 16 Languages Undercommon Challenge 3 (700 XP) Amphibious. The kuo-toa can breathe air and water. Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. Sunlight Sensitivity. While in sunlight, the kuotoa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Unarmored Defense. While the kuo-toa is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Stunning Strike (5/Day). Once per turn, when the kuo-toa hits a creature with a melee weapon attack, it can force the creature to make a DC 12 Constitution saving throw or be stunned until the end of the creature's next turn. Actions Multiattack. The kuo-toa makes one bite attack and two unarmed strikes. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) lightning damage, and the target can't take reactions until the end of the kuotoa's next turn. Kuo-toa Grand Monitor Medium humanoid (kuo-toa), neutral evil Armor Class 16 (natural armor) Hit Points 104 (16d8 + 32) Speed 40 ft., swim 40 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 12 (+1) 16 (+3) 11 (+0) Skills Perception +6, Religion +4 Senses darkvision 120 ft., passive Perception 16 Languages Undercommon Challenge 6 (2,300 XP) Amphibious. The kuo-toa can breathe air and water. Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. Sunlight Sensitivity. While in sunlight, the kuotoa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Unarmored Defense. While the kuo-toa is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Thunder Strike (5/Day). Once per turn, when the kuo-toa hits a creature with a melee weapon attack, it can force the creature to make a DC 14 Constitution saving throw. On a failed save, the creature takes 16 (3d10) thunder damage and is stunned until the end of the creature's next turn, or half as much damage and isn't stunned on a successful one. Water Whip (Recharges after a Short or Long Rest). As a bonus action, the kuo-toa targets a creature it can see within 30 feet of it. The creature must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 27 (5d10) bludgeoning damage, and the kuotoa can choose to either knock it prone or pull it up to 25 feet closer to it. On a successful save, the creature takes half as much damage, and doesn't get pulled or knocked prone. Actions Multiattack. The kuo-toa makes one bite attack and three unarmed strikes. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 3 (1d6) lightning damage, and the target can't take reactions until the end of the kuotoa's next turn. Monitor Most kuo-toa enemies (aboleths, illithids, etc.) have abilities to mind control kuo-toa and turn them against their kin. To address this, some kuo-toa are trained to become disciplined and focused martial artists that can resist these psychic attacks, as well as capture or subdue turned or insane kuo-toa. Grand Monitor The kuo-toa grand monitor are the highly disciplined and dangerous martial arts masters that normally train young kuo-toa to become monitors. In combat, they are able to summon and harness water energy to enhance and supplement their martial arts techniques.


Chapter 1. Bestiary 171 Lamias 1st level (4 slots): chaos bolt, shield, thunderwave 2nd level (3 slots): hold person, scorching ray 3rd level (3 slots): catnap, fireball Sorcery Points. The lamia has 6 sorcery points. It can spend l or more sorcery points as a bonus action to gain one of the following benefits: Quickened Spell: When the lamia casts a spell that has a casting time of 1 action, the lamia can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Subtle Spell: When the lamia casts a spell, it can spend l sorcery point to cast the spell without any somatic or verbal components. Magic Resistance. The lamia has advantage on saving throws against spells and other magical effects. Actions Multiattack. The lamia makes two attacks: one with its longsword or Intoxicating Touch and one with Constrict. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 10 (3d6) poison damage. Constrict. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the lamia can't constrict another target. Intoxicating Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks. Lamia Noble Large Monstrosity, chaotic evil Armor Class 14 (natural armor) Hit Points 136 (16d10 + 48) Speed 40 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 17 (+3) 16 (+3) 16 (+3) 18 (+4) Skills Arcana +6, Deception +11, Insight +6, Stealth +5 Senses darkvision 120 ft., passive Perception 13 Languages Abyssal, Common Challenge 8 (3,900 XP) Shapechanger. The lamia can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Innate Spellcasting. The lamia's innate spellcasting ability is Charisma (spell save DC 15). The lamia can innately cast the following spells, without providing material components: At will: charm person, major image 3/day each: mirror image, scrying, suggestion 1/day: geas Spellcasting. The lamia is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It has the following sorcerer spells prepared: Cantrips (at will): fire bolt, infestation, mage hand, minor illusion, poison spray Lamia Noble The rare lamia noble are often mistaken for yuan-ti. They appear as large handsome or beautiful human aristocrats with the lower body of a giant constricting serpent. They are actually a more advanced, older, and more insidious species of lamia that have sorcerous powers and have total dominion over the more common lion-bodied lamia. Despite their serpentine forms, they move with a surprising grace. Shapechanging Infiltrators. While the lesser lamias have to utilize their innate spellcasting abilities to disguise themselves, lamia nobles can shapechange to humanoid form at will. In fact, they are also more capable of venturing further from their desolate lairs than other lamias, and prefer to enter civilized areas in the guise of a wealthy human merchant to trade in order to spy and infiltrate the upper class societies. They almost never show their true form, and anyone who figures out who they are are swiftly eliminated quietly.


172 Chapter 1. Bestiary 6th level (1 slot): chain lightning 7th level (1 slot): finger of death Sorcery Points. The lamia has 13 sorcery points. It can spend l or more sorcery points as a bonus action to gain one of the following benefits: Heightened Spell: When the lamia casts a spell that forces a creature to make a saving throw to resist the spell's effects, the lamia can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell. Quickened Spell: When the lamia casts a spell that has a casting time of 1 action, the lamia can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Subtle Spell: When the lamia casts a spell, it can spend l sorcery point to cast the spell without any somatic or verbal components. Magic Resistance. The lamia has advantage on saving throws against spells and other magical effects. Actions Multiattack. The lamia makes two attacks: one with its dagger or Intoxicating Touch and one with Constrict. Dagger. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 10 (3d6) poison damage. Constrict. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the lamia can't constrict another target. Intoxicating Touch. Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks. Legendary Actions The lamia can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lamia regains spent legendary actions at the start of its turn. Attack. The lamia makes a dagger attack or uses Constrict. Intoxicating Touch. The lamia uses its Intoxicating Touch. Cast a Spell (Costs 2 Actions). The lamia casts a spell from its list Lamia Queen Large Monstrosity, chaotic evil Armor Class 15 (natural armor) Hit Points 181 (19d10 + 76) Speed 40 ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 18 (+4) 18 (+4) 18 (+4) 22 (+6) Saving Throws Int +9, Wis +9, Cha +11 Skills Arcana +7, Deception +13, Insight +7, Persuasion + 13, Stealth +6 Senses darkvision 120 ft., passive Perception 13 Languages Abyssal, Common Challenge 14 (11,500 XP) Enthralling Gaze. When a creature that can see the lamia's eyes starts its turn within 30 feet of the lamia, the lamia can force it to make a DC 19 Wisdom saving throw if the lamia isn't incapacitated and can see the creature. On a failed save, the creature is charmed by the lamia. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the lamia until the start of its next turn. If the creature looks at the lamia in the meantime, it must immediately make the saving throw. Innate Spellcasting. The lamia's innate spellcasting ability is Charisma (spell save DC 19). The lamia can innately cast the following spells, without providing material components: At will: charm person, major image 3/day each: mirror image, scrying, suggestion 1/day: geas Spellcasting. The lamia is an 13th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It has the following sorcerer spells prepared: Cantrips (at will): fire bolt, infestation, mage hand, minor illusion, poison spray, thunderclap 1st level (4 slots): shield, thunderwave 2nd level (3 slots): hold person, scorching ray 3rd level (3 slots): catnap, enemies abound, fireball 4th level (3 slots): banishment, dimension door 5th level (2 slots): enervation, insect plague Lamia Queen The lamia queen, also sometimes called the lamia matriarch, is a powerful and incredibly beautiful lamia noble. Rare are those who behold her face and are not instantly lovestruck. She is the supreme ruler of all lamia kind. Treated like a goddess by her subjects, she is a devious, narcissistic, and cunning master manipulator. She is constantly scheming of foul plots aimed to further her control over the civilized lands around her lair. She is never without her personal bodyguards.


Chapter 1. Bestiary 173 Liches Banelich Medium undead, lawful evil Armor Class 17 (natural armor) Hit Points 128 (17d8 + 51) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 16 (+3) 14 (+2) 20 (+5) 16 (+3) Saving Throws Con +9, Wis +11, Cha +9 Skills History +8, Insight +11, Perception +11, Religion +11 Damage Resistances cold, lightning, necrotic Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses truesight 120 ft., passive Perception 21 Languages Common plus up to two other languages Challenge 20 (25,000 XP) Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead. Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. Spellcasting. The lich is a 17th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). It has the following cleric spells prepared: Cantrips (at will): guidance, mending, sacred flame, thaumaturgy, toll the dead 1st level (4 slots): bane, command 2nd level (3 slots): augury, hold person, zone of truth 3rd level (3 slots): bestow curse, dispel magic, spirit guardians 4th level (3 slots): banishment, guardian of faith, freedom of movement 5th level (2 slots): contagion, dispel evil and good, flame strike 6th level (1 slot): blade barrier, harm 7th level (1 slot): divine word, fire storm 8th level (1 slot): antimagic field 9th level (1 slot): gate Turn Resistance. The lich has advantage on saving throws against any effect that turns undead. Actions Multiattack. The lich makes two coldfire attacks. Paralyzing Touch. Melee Spell Attack: +11 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. The target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Coldfire. Ranged Spell Attack: +11 to hit, range 60 ft., one target. Hit: 10 (3d6) cold damage plus 10 (3d6) necrotic damage. Grasp of Death (1/Day). Melee Spell Attack: +11 to hit, reach 5 ft., one creature. Hit: The target must succeed on a DC 17 Constitution saving throw or its hit points drop to 0. On a success, a creature takes 21 (6d6) psychic damage. Legendary Actions The lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn. Cantrip. The lich casts a cantrip. Coldfire. The lich uses its Coldfire. Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch. Painwrack (Costs 2 Actions). The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 17 Wisdom saving throw against this magic or take 16 (3d10) psychic damage and be stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the target takes half as much damage and isn't stunned. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours. Disrupt Life (Costs 3 Actions). Each living creature within 20 feet of the lich must make a DC 17 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. Banelich During the time when the Church of Bane first rose to power, its most powerful clergy were slain by the forces of good. Unwilling to risk any more deaths of his most powerful and devout priests, the God of Strife provided the knowledge of a vile rite that would grant the performer immortality in the form of Lichdom. If the banelich was destroyed but its phylactery was not, it enables the banelich to reform, recover, and return to serve the will of Bane once again.


174 Chapter 1. Bestiary Pactlich Medium undead, any evil alignment Armor Class 17 (natural armor) Hit Points 150 (20d8 + 60) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 16 (+3) 14 (+2) 16 (+3) 20 (+5) Saving Throws Con +10, Wis +10, Cha +12 Skills Arcana +9, History +9, Insight +10, Perception +10 Damage Resistances cold, lightning, necrotic Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses truesight 120 ft., passive Perception 20 Languages Common plus up to two other languages Challenge 21 (33,000 XP) Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead. Magic Weapons. The lich's weapon attacks are magical. Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. Spellcasting. The lich is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: Cantrips (at will): eldritch blast, friends, infestation, mage hand, poison spray, prestidigitation, toll the dead 1st level-5th level (4 5th-level slots): banishing smite, blink, blur, branding smite, cone of cold, dimension door, dispel magic, elemental weapon, hellish rebuke, misty step, phantasmal killer, shield, staggering smite, wrathful smite 1/day each: circle of death, feeblemind, finger of death, psychic scream Turn Resistance. The lich has advantage on saving throws against any effect that turns undead. Hexblade's Curse (Recharges after a Short or Long Rest). As a bonus action, the lich targets a creature it can see within 30 feet of it. The target is cursed for 1 minute. The curse ends early if the target dies, the lich dies, or it is incapacitated. Until the curse ends, the lich gains the following benefits: • It deals an extra 6 damage on damage rolls against the cursed target • Any attack roll it makes against the cursed target is a critical hit on a roll of 19 or 20 on the d20 • If the cursed target dies, the lich can choose to regain 25 hit points or apply the curse to a different creature it can see within 30 feet Actions Multiattack. The lich makes two attacks: one with its longsword and one with its paralyzing touch. Longsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 13 (3d8) cold damage and 13 (3d8) necrotic damage. Paralyzing Touch. Melee Spell Attack: +11 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. The target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Legendary Actions The lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn. Cantrip. The lich casts a cantrip. Longsword. The lich makes a longsword attack. Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch. Frightening Gaze (Costs 2 Actions). The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 20 Wisdom saving throw against this magic or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours. Dark Hunger (Costs 3 Actions). Each living creature within 20 feet of the lich must make a DC 20 Constitution saving throw against this magic, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one and the lich regains hit points equal to the total damage inflicted. Reactions Armor of Hexes. When hit by an attack roll by a creature cursed by the lich's Hexblade's Curse, roll a d6. On a roll of 4 or higher, the attack instead misses the lich, regardless of its roll. Pactlich The pactlich is a warlock lich. It was once a warlock of an evil patron that that has managed to negotiate for or discover the knowledge of the secret rite to becoming a Lich. The stats presented below is that of a Hexblade Lich.


Chapter 1. Bestiary 175 Blackscale Bruiser Large humanoid (lizardfolk), neutral Armor Class 14 (natural armor) Hit Points 45 (6d10 + 12) Speed 40 ft., swim 40 ft. STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 15 (+2) 5 (-3) 9 (-) 6 (-2) Skills Athletics +6, Perception +3, Survival +5 Senses passive Perception 13 Languages Draconic Challenge 2 (450 XP) Hold Breath. The lizardfolk can hold its breath for 15 minutes. Actions Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage and the target gains disadvantage on its next attack roll until the end of its next turn. Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Lizardfolk Blackscale Bruiser The blackscale bruisers are oversized and dimwitted lizardfolk brutes that enjoy nothing more than inflicting pain and crushing the enemy with their clubs. They are always in the front lines of any lizardfolk war party, unintentionally attracting the attention of its foes. Its smaller allies take advantage, skulking behind the blackscale and avoiding missile fire until it is close enough to make their move.


176 Chapter 1. Bestiary Dragonblood Lizardfolk Sorcerer of Tiamat Medium humanoid (lizardfolk), neutral evil Armor Class 13 (natural armor) Hit Points 52 (8d8 + 16) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 14 (+2) 7 (-2) 12 (+1) 15 (+2) Skills Perception +4, Religion +4, Survival +7 Damage Resistances acid Senses passive Perception 13 Languages Draconic Challenge 4 (1,100 XP) Hold Breath. The lizardfolk can hold its breath for 15 minutes. Spellcasting. The lizardfolk is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following sorcerer spells prepared: Cantrips (at will): fire bolt, mage hand, minor illusion, poison spray 1st level (4 slots): chromatic orb, shield 2nd level (3 slots): mirror image, scorching ray, snilloc's snowball swarm 3rd level (3 slots): lightning bolt, stinking cloud Sorcery Points. The lizardfolk has 6 sorcery points. It can spend l or more sorcery points as a bonus action to gain one of the following benefits: Empowered Spell: When the lizardfolk rolls damage for a spell, it can spend 1 sorcery point to reroll up to 3 damage dice. It must use the new rolls. It can use Empowered Spell even if it has already used a different Metamagic option during the casting of the spell. Quickened Spell: When the lizardfolk casts a spell that has a casting time of 1 action, the giant can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Actions Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) acid. Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Dragon Breath (Recharge 5-6). The lizardfolk exhales acid in an 30- foot line that is 5 feet wide. Each creature in that line must succeed on a DC 12 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one. Lizardfolk Berserker Medium humanoid (lizardfolk), neutral Armor Class 13 (natural armor) Hit Points 33 (5d8 + 10) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 17 (+3) 10 (+0) 14 (+2) 7 (-2) 12 (+1) 7 (-2) Skills Perception +3, Stealth +4, Survival +5 Senses passive Perception 13 Languages Draconic Challenge 1 (200 XP) Hold Breath. The lizardfolk can hold its breath for 15 minutes. Reckless. At the start of its turn, the lizardfolk can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Greatclub. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Dragonblood Sorcerer of Tiamat Every once in a while in every generation, a line of evil lizardfolk will be tainted with the essence of Tiamat. These lizardfolk would exhibit arcane talents, and eventually rise to power as sorcerers and lead its tribe against the Dragon Queen's foes. Berserker These savage and fearless lizardfolk enter into a frenzied state, recklessly hacking at its enemies with no care for its safety.


Chapter 1. Bestiary 177 Lizardfolk Champion of Sess'innek Medium humanoid (lizardfolk), chaotic evil Armor Class 18 (chain mail, shield) Hit Points 90 (12d8 + 36) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 16 (+3) 7 (-2) 14 (+2) 9 (-1) Skills Athletics +8, Perception +5, Stealth +6, Survival +5 Condition Immunities frightened Senses passive Perception 13 Languages Draconic Challenge 5 (1,800 XP) Hold Breath. The lizardfolk can hold its breath for 15 minutes. Indomitable (1/Day). The lizardfolk rerolls a failed saving throw. Second Wind (Recharges after a Short or Long Rest). As a bonus action, the lizardfolk can regain 12 hit points. Actions Multiattack. The lizardfolk makes three melee attacks, one with its bite and two with its battleaxe. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage. Battleaxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 7 (2d6) acid damage. Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage. Champion of Sess'innek Sess'innek, the demon god worshipped by the Lizard Kings, will sometimes instill its essence in one of the Lizard Kings' spawns as a reward for its loyalty. This lizardfolk becomes an incredibly strong warrior that is immune to fear. It becomes the Champion of Sess'innek.


178 Chapter 1. Bestiary Lizardfolk Witch Doctor Medium humanoid (lizardfolk), neutral Armor Class 15 (natural armor, shield) Hit Points 44 (8d8 + 8) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 13 (+1) 10 (+0) 15 (+2) 8 (-1) Skills Perception +4, Stealth +4, Survival +6 Senses passive Perception 14 Languages Draconic Challenge 3 (700 XP) Hold Breath. The lizardfolk can hold its breath for 15 minutes. Spellcasting. The lizardfolk is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following cleric spells prepared: Cantrips (at will): guidance, sacred flame, thaumaturgy 1st level (4 slots): animal friendship, cure wounds, guiding bolt, speak with animals 2nd level (3 slots): barkskin, hold person, spike growth, spiritual weapon 3rd level (3 slots): mass healing word, plant growth, spirit guardians, wind wall 4th level (1 slot): banishment, dominate beast, grasping vine Actions Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Lizardfolk Swampstalker Medium humanoid (lizardfolk), neutral Armor Class 16 (natural armor) Hit Points 28 (5d8 + 5) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 13 (+1) 7 (-2) 14 (+2) 7 (-2) Skills Perception +4, Stealth +7, Survival +6 Senses passive Perception 14 Languages Draconic Challenge 1 (200 XP) Hold Breath. The lizardfolk can hold its breath for 15 minutes. Stealthy. On each of its turns, the lizardfolk can use a bonus action to take the Hide action. Slay Foe (1/Turn). The lizardfolk deals an extra 4 (1d8) damage with its weapon attack if it hits a creature that doesn't have all its hit points. Swamp Strider. Moving through nonmagical difficult marshy terrain doesn't cost the lizardfolk extra movement. Actions Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) poison damage. Swampstalker Some lizardfolk have perfected the art of moving effortlessly and unseen in swampy terrain, enabling them to set them in a position for an efficient kill. They are called swampstalkers, and are the elite hunters and scouts of a lizardfolk tribe. Witch Doctor The witch doctors are the priests of the lizardfolk who serve as both tribe healers and spiritual advisors to its chieftains. They commonly worship the goddess Semuanya.


Chapter 1. Bestiary 179 Lycanthropes Dire Werebear Medium humanoid (human, shapechanger), neutral good or evil Armor Class 13 (natural armor) in bear and hybrid form Hit Points 162 (19d8 + 76) Speed 30 ft. (40 ft., climb 30 ft. in bear or hybrid form) STR DEX CON INT WIS CHA 21 (+5) 10 (+0) 19 (+4) 11 (+1) 12 (+1) 12 (+1) Skills Perception +9 Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered Senses passive Perception 19 Languages Common (can't speak in bear form) Challenge 9 (5,000 XP) Shapechanger. The dire werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large dire bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Keen Smell. The dire werebear has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. In dire bear form, the dire werebear makes one bite attack and two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it makes one bite attack and two greataxe attacks. Bite (Bear or Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage. lf the target is a humanoid, it must succeed on a DC 16 Constitution saving throw or be cursed with dire werebear lycanthropy. Claw (Bear or Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage. Greataxe. Melee Weapon Attack (Humanoid or Hybrid Form Only): +9 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 5) slashing damage, or 18 (2d12 + 5) slashing damage while in hybrid form. Dire Wereboar Medium humanoid (human, shapechanger), neutral evil Armor Class 13 (natural armor) in boar and hybrid form Hit Points 105 (14d8 + 42) Speed 30 ft. (40 ft. in boar form) STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 17 (+3) 10 (+1) 11 (+0) 8 (-1) Skills Perception +3 Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered Senses passive Perception 13 Languages Common (can't speak in boar form) Challenge 6 (2,300 XP) Shapechanger. The dire wereboar can use its action to polymorph into a Large boar-humanoid hybrid or into a Large dire boar, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Charge (Boar or Hybrid Form Only). If the dire wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 10 (3d6) slashing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Actions Multiattack. In dire wereboar makes three attacks, only one of which can be with its tusks. Maul (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, or 18 (4d6 + 4) bludgeoning damage while in hybrid form. Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage. lf the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with dire wereboar lycanthropy. Dire Lycanthropes A few lycanthropes are able to shapechange into primeval beast forms or dire beasts. They appear to have been blessed by Malar (if they are neutral or evil) or Mielikki (neutral or good). They are more powerful and dangerous than the normal lycanthropes, as their primeval forms are larger and stronger. They tend to become the champions, if not leaders, of their respective packs.


180 Chapter 1. Bestiary Dire Weretiger Medium humanoid (human, shapechanger), neutral Armor Class 13 (natural armor) in tiger and hybrid form Hit Points 153 (18d8 + 72) Speed 30 ft. (40 ft. in tiger form) STR DEX CON INT WIS CHA 19 (+4) 15 (+2) 18 (+4) 10 (+0) 13 (+1) 11 (+0) Skills Perception +7, Stealth +4 Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered Senses passive Perception 17 Languages Common (can't speak in tiger form) Challenge 7 (2,900 XP) Shapechanger. The dire weretiger can use its action to polymorph into a Large tiger-humanoid hybrid or into a Large dire tiger, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Keen Hearing and Smell. The dire weretiger has advantage on Wisdom (Perception) checks that rely on hearing and smell. Pounce. If the dire weretiger moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the dire weretiger can make one bite attack against it as a bonus action. Actions Multiattack. In dire tiger or hybrid form, the dire weretiger makes one bite attack and two claw attacks. In humanoid form, it makes three scimitar attacks or three longbow attacks. Bite (Tiger or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. lf the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with dire weretiger lycanthropy. Claw (Tiger or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one creature. Hit: 6 (1d8 + 2) piercing damage. Dire Werewolf Medium humanoid (human, shapechanger), chaotic evil Armor Class 13 (natural armor) in wolf and hybrid form Hit Points 94 (11d8 + 44) Speed 30 ft. (40 ft. in wolf form) STR DEX CON INT WIS CHA 19 (+4) 13 (+1) 18 (+4) 10 (+0) 11 (+0) 10 (+0) Skills Perception +6, Stealth +4 Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered Senses passive Perception 16 Languages Common (can't speak in wolf form) Challenge 5 (3,900 XP) Shapechanger. The dire werewolf can use its action to polymorph into a Large wolf-humanoid hybrid or into a Large dire wolf, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Keen Hearing and Smell. The dire werewolf has advantage on Wisdom (Perception) checks that rely on hearing and smell. Actions Multiattack. In hybrid form, the dire werewolf makes one bite attack and two claw attacks. Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. lf the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with dire werewolf lycanthropy. Claw (Wolf or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.


Chapter 1. Bestiary 181 Werewolf Pack Lord Medium humanoid (human, shapechanger), chaotic evil Armor Class 14 (natural armor) in wolf and hybrid form Hit Points 162 (17d8 + 85) Speed 30 ft. (40 ft. in wolf form) STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 20 (+5) 12 (+1) 12 (+1) 12 (+1) Skills Perception +8, Stealth +6 Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered Senses passive Perception 18 Languages Common (can't speak in wolf form) Challenge 10 (5,900 XP) Shapechanger. The werewolf can use its action to polymorph into a Large wolf-humanoid hybrid or into a Large dire wolf, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing and smell. Savage Howl (Recharge 5-6). As a bonus action, the werewolf emits a terrifying howl that also rallies its allies. Each ally that is within 30 feet of it, can hear it, and not already affected by Savage Howl gain advantage on attack rolls and saving throw rolls until the start of the werewolf's next turn. All other creatures within 30 feet must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the werewolf Savage Howl for the next 24 hours. Actions Multiattack. In hybrid form, the werewolf makes one bite attack and two claw attacks. If both claw attacks hit the same creature, the target takes an extra an extra 7 (2d6) slashing damage. Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage. lf the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with werewolf lycanthropy. Claw (Wolf or Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Wererat Captain Medium humanoid (human, shapechanger), lawful evil Armor Class 16 (studded leather, shield) Hit Points 65 (10d8 + 20) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 14 (+2) 11 (+0) 12 (+1) 10 (+0) Skills Perception +3, Stealth +5 Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered Senses darkvision 60 ft., passive Perception 12 Languages Common (can't speak in rat form) Challenge 4 (1,100 XP) Shapechanger. The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Keen Smell. The wererat has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The wererat has advantage on an attack roll against a creature if at least one of the wererat's allies is within 5 feet of the creature and the ally isn't incapacitated. Sneak Attack (1/Turn). The wererat deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the wererat that isn't incapacitated and the wererat doesn't have disadvantage on the attack roll. Actions Multiattack. The wererat makes three attacks, only one of which can be a bite. It can use Maneuver Allies in place of one attack. Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. lf the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wererat lycanthropy. Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Maneuver Allies (Recharge 5-6). Up to four allies within 60 feet of this wererat that can hear it can each use their reaction to move up to half their speed without provoking opportunity attacks. Packlords Packlords are the alphas of the pack, and they are usually the largest and most experienced male. Being the packlord means they slew the previous one in single combat. Wererat Captain A wererat captain is the boss of a local gang of wererats. It reports to and follows the whim of the packlord. It is a crafty warrior veteran able to guide their less experienced underlings to fight more efficiently.


182 Chapter 1. Bestiary Wererat Thug Medium humanoid (human, shapechanger), lawful evil Armor Class 15 (leather, shield) Hit Points 44 (8d8 + 8) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 12 (+1) 11 (+0) 10 (+0) 8 (-1) Skills Perception +2, Stealth +5 Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered Senses darkvision 60 ft., passive Perception 12 Languages Common (can't speak in rat form) Challenge 3 (700 XP) Shapechanger. The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Keen Smell. The wererat has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The wererat has advantage on an attack roll against a creature if at least one of the wererat's allies is within 5 feet of the creature and the ally isn't incapacitated. Sneak Attack (1/Turn). The wererat deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the wererat that isn't incapacitated and the wererat doesn't have disadvantage on the attack roll. Actions Multiattack. The wererat makes three attacks, only one of which can be a bite. Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. lf the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy. Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Wererat Pack Lord Medium humanoid (human, shapechanger), lawful evil Armor Class 18 (studded leather, shield) Hit Points 98 (15d8 + 30) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 14 (+2) 12 (+1) 12 (+1) 12 (+1) Skills Perception +3, Stealth +5 Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered Senses darkvision 60 ft., passive Perception 12 Languages Common (can't speak in rat form) Challenge 6 (2,300 XP) Shapechanger. The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Keen Smell. The wererat has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The wererat has advantage on an attack roll against a creature if at least one of the wererat's allies is within 5 feet of the creature and the ally isn't incapacitated. Packmaster. A wererat that starts its turn within 30 feet of this wererat and that can see or hear this wererat gains Pack Tactics until the start of its next turn. Sneak Attack (1/Turn). The wererat deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the wererat that isn't incapacitated and the wererat doesn't have disadvantage on the attack roll. Summon Rats (Recharges after a Short or Long Rest). As a bonus action, the wererat summons 3d4 giant rats. The giant rats appear in unoccupied spaces within 30 feet of the wererat and acts as its allies. The giant rats act right after the wererat on the same initiative count and fight until they're destroyed. They disappear when the wererat dies. Actions Multiattack. The wererat makes three attacks, only one of which can be a bite. Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage. lf the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy. Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Call Assault (1/Day). Up to three wererat allies that are within 30 feet of this wererat can use their reaction to move up to half their speed and make one melee weapon attack on the attack roll. This wererat can then take the Dash, Disengage, or Hide action as a bonus action. Wererat Thug Wererat thugs are bullies who take advantage of the weak. They often accompany normal wererats as the extra muscle.


Chapter 1. Bestiary 183 Manticores Manticore Alpha Huge monstrosity, lawful evil Armor Class 16 (natural armor) Hit Points 161 (13d12 + 65) Speed 40 ft., fly 60 ft. STR DEX CON INT WIS CHA 21 (+5) 18 (+4) 21 (+5) 7 (-2) 12 (+1) 8 (-1) Senses darkvision 60 ft., passive Perception 11 Languages Common Challenge 7 (2,900 XP) Tail Spike Regrowth. The manticore has thirty two tail spikes. Used spikes regrow when the manticore finishes a long rest. Actions Multiattack. The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) percing damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Tail Spike. Ranged Weapon Attack: +7 to hit, range 100/120 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Spike Volley. The manticore makes a Tail Spike attack against any number of creatures within 15 feet of a point it can see within 100 feet. It must have tail spikes for each target, as normal, and it makes a separate attack roll for each target. Commanding Roar (Recharge 5-6). As a bonus action, the manticore emits a terrifying howl that also rallies its allies. Each ally that is within 30 feet of it, can hear it, and not already affected by Commanding Roar gain advantage on attack rolls and saving throw rolls until the start of the manticore's next turn. All other creatures within 30 feet must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the manticore Savage Howl for the next 24 hours. Alpha The manticore alpha is an abnormally large male manticore, reaching twice the size and weight of the average manticore. It leads a pack of manticores in organized forays into civilized territories to snatch humanoid prey. During combat, it can unleash a terrifying roar that strikes fear into the hearts of its foes and prey while at the same time rousing its allies.


184 Chapter 1. Bestiary Manticore Skirmisher Large monstrosity, lawful evil Armor Class 15 (natural armor) Hit Points 102 (12d10 + 36) Speed 30 ft., fly 50 ft. STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 17 (+3) 7 (-2) 12 (+1) 8 (-1) Senses darkvision 60 ft., passive Perception 11 Languages Common Challenge 5 (1,800 XP) Lightfooted. The manticore can take the Dash or Disengage action as a bonus action on each of its turns. Tail Spike Regrowth. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest. Skirmish Advantage. The manticore gains advantage on its first attack roll this turn if it has moved at least 15 feet from its space at the beginning of its turn. Actions Multiattack. The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) percing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Tail Spike. Ranged Weapon Attack: +7 to hit, range 100/120 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Reactions Skirmisher. When an enemy the manticore can see ends its turn within 5 feet of it, the manticore can move up to half its speed. This movement doesn’t provoke opportunity attacks. Manticore Stalker Large monstrosity, lawful evil Armor Class 15 (natural armor) Hit Points 85 (10d10 + 30) Speed 30 ft., fly 50 ft. STR DEX CON INT WIS CHA 17 (+3) 18 (+4) 17 (+3) 7 (-2) 12 (+1) 8 (-1) Skills Perception +3, Stealth +7, Survival +3 Senses darkvision 60 ft., passive Perception 13 Languages Common Challenge 4 (1,100 XP) Stealthy. On each of its turns, the displacer beast stalker can use a bonus action to take the Hide action. Tail Spike Regrowth. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest. Slay Foe (1/Turn). The manticore deals an extra 9 (2d8) damage with its weapon attack if it hits a creature that doesn't have all its hit points. Actions Multiattack. The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) percing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 +3) slashing damage. Tail Spike. Ranged Weapon Attack: +7 to hit, range 100/120 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Skirmisher The skirmisher is a manticore that employs hit and run tactics when hunting prey. Stalker The manticore stalker is a faultless tracker and crafty hunter. It strikes without warning, bringing down foes before they knew what hit it.


Chapter 1. Bestiary 185 Medusa, Greater Medusa, Greater Large monstrosity, lawful evil Armor Class 17 (natural armor) Hit Points 221 (21d10 + 105) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 16 (+3) 19 (+4) 20 (+5) 14 (+2) 15 (+2) 21 (+4) Saving Throws Dex +10, Con +11, Wis +8, Cha +10 Skills Deception +10, Insight +8, Perception +8, Stealth +10 Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 120 ft., passive Perception 17 Languages Common Challenge 17 (18,000 XP) Blood of the Serpents. A creature that hits the medusa with a melee attack that deals piercing or slashing damage and is within 5 feet of it takes 5 (1d10) poison damage. Additionally, a swarm of snakes (MM p.338) appears in an unoccupied space within 5 feet of the medusa, and acts as an ally of the medusa. Petrifying Gaze. When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 18 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze. Spellcasting. The medusa is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following sorcerer spells prepared: Cantrips (at will): chill touch, minor illusion, mending, poison spray, shape water 1st level (4 slots): shield, thunderwave 2nd level (3 slots): hold person, misty step 3rd level (3 slots): counterspell, fire ball 4th level (3 slots): charm monster, dimension door, vitriolic sphere 5th level (2 slots): cone of cold, enervation 6th level (1 slot): globe of invulnerability Sorcery Points. The medusa has 12 sorcery points. It can spend l or more sorcery points as a bonus action to gain one of the following benefits: Heightened Spell: When the medusa casts a spell that forces a creature to make a saving throw to resist the spell's effects, the medusa can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell. Quickened Spell: When the medusa casts a spell that has a casting time of 1 action, the medusa can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Subtle Spell: When the medusa casts a spell, it can spend l sorcery point to cast the spell without any somatic or verbal components. Legendary Resistance (3/Day). If the medusa fails a saving throw, it can choose to succeed instead. Actions Multiattack. The medusa makes either three melee attacks - one with its snake hair, one with its scimitar, and one to constrict - or three ranged attacks with its longbow. Snake Hair. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) piercing damage plus 21 (6d6) poison damage. Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage. Constrict. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the medusa can't constrict another target. Longbow. Ranged Weapon Attack: +10 to hit, range 60 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 10 (3d6) poison damage. Legendary Actions The medusa can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The medusa regains spent legendary actions at the start of its turn. Attack. The medusa makes a scimitar or longbow attack or uses Constrict. Force Petrifying Gaze (Costs 2 Actions). The medusa forces a creature grappled and restrained by it to meet its gaze. The target must succeed on a DC 18 Constitution saving throw or become petrified (see Petrifying Gaze). Cast a Spell (Costs 2 Actions). The medusa casts a spell from its list of prepared spells, using a spell slot as normal. Greater Medusa Said to be where all common medusa have come from, the greater medusa is a legendary creature. Once the most alluring mortal in the known world, she believed she was even more beautiful than the gods. Angered, the gods transformed her, making her look monstrous, and then cursed her, ensuring that nobody else would ever behold her form again, lest they turn to stone. The greater medusa has the upper body of a normal medusa, and the lower body of a giant rattlesnake. She is a deadly foe to face in combat. Aside from the obvious danger of being turned into stone, she is an accomplished sorcerer and an expert marksman with the longbow. Her very blood is poisonous, and when it hits the ground, a swarm of snakes spring from it and attack her foes.


186 Chapter 1. Bestiary Merfolk Priest Medium humanoid (merfolk), neutral evil Armor Class 11 Hit Points 39 (7d8 + 7) Speed 10 ft., swim 40 ft. STR DEX CON INT WIS CHA 10 (+0) 13 (+1) 12 (+1) 11 (+0) 16 (+3) 12 (+1) Skills Perception +5, Religion +5 Senses passive Perception 15 Languages Aquan, Common Challenge 2 (450 XP) Amphibious. The merfolk can breathe air and water. Spellcasting. The merfolk is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following cleric spells prepared: Cantrips (at will): guidance, resistance, mending, thaumaturgy 1st level (4 slots): bless, cure wounds, guiding bolt, sanctuary 2nd level (3 slots): aid, hold person, lesser restoration, spiritual weapon 3rd level (3 slots): beacon of hope, mass healing word, revivify, spirit guardians 4th level (1 slot): control water Actions Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6 + 2) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack. Reactions Divine Boon. When a creature within 30 feet of the merfolk and is visible to the merfolk hits with a melee attack, the merfolk can expend a spell slot to cause the target's melee attack to magically deal an extra 7 (2d6) radiant damage to a target on a hit. If the merfolk expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. Merfolk Merfolk Scout Medium humanoid (merfolk), neutral evil Armor Class 13 Hit Points 28 (5d8 + 5) Speed 10 ft., swim 40 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 12 (+1) 11 (+0) 12 (+1) 12 (+1) Skills Perception +3, Stealth +7 Senses passive Perception 13 Languages Aquan, Common Challenge 1 (200 XP) Amphibious. The merfolk can breathe air and water. Lightfooted. The merfolk can take the Dash or Disengage action as a bonus action on each of its turns. Sneak Attack (1/Turn). The merfolk deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the merfolk that isn't incapacitated and the merfolk doesn't have disadvantage on the attack roll. Actions Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Merfolk Shaman Medium humanoid (merfolk), neutral evil Armor Class 11 Hit Points 52 (8d8 + 16) Speed 10 ft., swim 40 ft. STR DEX CON INT WIS CHA 10 (+0) 13 (+1) 14 (+2) 11 (+0) 16 (+3) 12 (+1) Skills Perception +5, Religion +5 Senses passive Perception 15 Languages Aquan, Common Challenge 2 (450 XP) Amphibious. The merfolk can breathe air and water. Spellcasting. The merfolk is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at will): druidcraft, frostbite, shape water, thunderclap 1st level (4 slots): healing word, entangle, thunderwave 2nd level (3 slots): healing spirit, hold person 3rd level (3 slots): tidal wave, wall of water 4th level (2 slots): control water, watery sphere Actions Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6 + 2) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack. Change Shape (Recharges after a Short or Long Rest). The merfolk magically polymorphs into a giant sea horse or giant octopus, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Presented in this section are three merfolk nonplayer character examples: the merfolk priest, merfolk scout, and merfolk shaman.


Chapter 1. Bestiary 187 Merrow Merrow Champion Large monstrosity, chaotic evil Armor Class 15 (natural armor) Hit Points 143 (15d10 + 60) Speed 10 ft., swim 40 ft. STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 18 (+4) 8 (-1) 10 (+0) 9 (-1) Skills Athletics +8, Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages Aquan, Common Challenge 7 (2,900 XP) Amphibious. The merrow can breathe air and water. Indomitable (2/Day). The merrow rerolls a failed saving throw. It must use the new roll. Second Wind (Recharges after a Short or Long Rest). As a bonus action, the merrow can regain 15 hit points. Actions Multiattack. The merrow makes three attacks: one with its bite and one with its claws or harpoon, and one with its tail. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. The target is also paralyzed while poisoned in this way. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage. Harpoon. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 5) piercing damage plus 10 (3d6) poison damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow. Merrow Shaman Large monstrosity, chaotic evil Armor Class 13 Hit Points 102 (12d10 + 36) Speed 10 ft., swim 40 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 16 (+3) 8 (-1) 16 (+3) 9 (-1) Skills Perception +4, Religion +4 Senses darkvision 60 ft., passive Perception 14 Languages Aquan, Common Challenge 5 (1,800 XP) Amphibious. The merrow can breathe air and water. Spellcasting. The merrow is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at will): druidcraft, poison spray, shape water, thunderclap 1st level (4 slots): bane, entangle, thunderwave 2nd level (3 slots): blindness/deafness, hold person, moonbeam 3rd level (3 slots): call lightning, tidal wave, wall of water 4th level (2 slots): control water, watery sphere Actions Multiattack. The merrow makes two attacks: one with its bite and one with its claws or harpoon. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. Harpoon. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) lightning damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow. Change Shape (Recharges after a Short or Long Rest). The merrow magically polymorphs into a hunter shark, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Champion The merrow champion is an abominable and cruel creature. It is the mightiest of its kind and often leads them in raiding merfolk and seaside communities. Shaman A practioner of druidic magic, the merrow shaman can channel and manipulate water. It can also transform itself into a hunter shark.


188 Chapter 1. Bestiary Greater Mimic Large monstrosity (shapechanger), neutral Armor Class 13 Hit Points 133 (14d10 + 56) Speed 20 ft. STR DEX CON INT WIS CHA 21 (+5) 12 (+1) 19 (+4) 6 (-2) 14 (+2) 8 (-1) Skills Stealth +7 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft., passive Perception 12 Languages ----- Challenge 7 (2,900 XP) Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn 't transformed. It reverts to its true form if it dies. Adhesive (Object Form Only). The mimic adheres to anything that touches it. A creature adhered to the mimic is also grappled by it (escape DC 15). Ability checks made to escape this grapple have disadvantage. Ambusher. The mimic has advantage on attack rolls against any creature it has surprised. False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object. Grappler. The mimic has advantage on attack rolls against any creature grappled by it. Actions Multiattack. The mimic makes three attacks: two with its pseudopods and one with its bite or acid spit. Pseudopod. Melee Weapon Attack: +8 to hit, reach 5 ft. one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft. one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 9 (2d8) acid damage. Acid Spit. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 18 (4d8) acid damage. Mimics Greater Mimic The greater mimic is an advanced form of mimic. It normally assumes the form of large-sized objects such as a giant-sized chest, a king-sized bed, or a carriage. During combat, it can attack twice with its pseudopods and bite those who are close enough to reach, or spit acid at distant targets.


Chapter 1. Bestiary 189 Mimic, Enormous Huge monstrosity (shapechanger), neutral Armor Class 14 Hit Points 225 (18d12 + 108) Speed 25 ft. STR DEX CON INT WIS CHA 25 (+7) 12 (+1) 23 (+6) 7 (-2) 15 (+2) 8 (-1) Skills Stealth +11 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft., passive Perception 12 Languages ----- Challenge 13 (10,000 XP) Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn 't transformed. It reverts to its true form if it dies. Adhesive (Object Form Only). The mimic adheres to anything that touches it. A creature adhered to the mimic is also grappled by it (escape DC 17). Ability checks made to escape this grapple have disadvantaged. Ambusher. The mimic has advantage on attack rolls against any creature it has surprised. False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object. Grappler. The mimic has advantage on attack rolls against any creature grappled by it. Actions Multiattack. The mimic makes four attacks: two with its pseudopods and one with its bite or acid spit. Pseudopod. Melee Weapon Attack: +12 to hit, reach 5 ft. one target. Hit: 20 (3d8 + 7) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft. one target. Hit: 20 (3d8 + 7) bludgeoning damage plus 13 (3d8) acid damage, and if the target is Medium or smaller, it is grappled (escape DC 17). Until this grapple ends, the mimic can bite only the grappled creature and has advantage on attack rolls to do so. Acid Spit. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 27 (6d8) acid damage. Swallow. The mimic makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the mimic, and it takes 21 (6d6) acid damage at the start of each of the mimic's turns. A mimic can have only up to one Medium or two Small creatures swallowed at a time. If the mimic takes 30 damage or more on a single turn from the swallowed creature, the mimic must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the mimic. If the mimic dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone. Enormous Mimic The enormous mimic is the stuff of nightmares. It is able to assume to take the form of huge structures. It is said that a single enormous mimic devoured an entire legion of soldiers without getting caught when it assumed the form of a barracks.


190 Chapter 1. Bestiary Mind Flayers Mind Flayer Assassin Medium aberration, lawful evil Armor Class 15 (studded leather) Hit Points 71 (13d8 + 13) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 17 (+3) 12 (+1) 19 (+4) 15 (+2) 15 (+2) Saving Throws Dex +6, Int +7, Wis +5 Skills Deception +7, Insight +7, Investigation +7, Perception +8, Persuasion +7, Stealth +9 Senses darkvision 120 ft., passive Perception 19 Languages Deep Speech, Undercommon, telepathy 120 ft. Challenge 8 (3,900 XP) Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects. Assassinate. During its first turn, the mind flayer has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the mind flayer scores against a surprised creature is a critical hit. Innate Spellcasting (Psionics). The mind flayer's innate spellcasting ability is Intelligence (spell save DC 16). The mind flayer can innately cast the following spells, without providing material components: At will: detect thoughts, levitate 1/day: dominate monster, plane shift (self only) Soul Knives. As a bonus action, the mind flayer can create scintillating knives of energy that project from both of its fists. It can’t hold anything in its hands while manifesting these blades. It can dismiss them as a bonus action. Sneak Attack (1/Turn). The mind flayer deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the mind flayer that isn't incapacitated and the mind flayer doesn't have disadvantage on the attack roll. Actions Multiattack. The mind flayer makes three attacks: one with its tentacles and two with its soul knives. Soul Knife. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) psychic damage, and the target can't take reactions until the end of the mind flayer's next turn. Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 5 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends. Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: 55 (10d10) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain. Mind Blast (Recharge 5-6). The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Presented in this section are three mindflayer nonplayer character examples: the mind flayer assassin, the mind flayer sorcerer, and the mind flayer warlock.


Chapter 1. Bestiary 191 5th level (2 slots): cone of cold, dominate person Sorcery Points. The mind flayer has 10 sorcery points. It can spend l or more sorcery points as a bonus action to gain one of the following benefits: Heightened Spell: When the mind flayer casts a spell that forces a creature to make a saving throw to resist the spell's effects, it can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell. Quickened Spell: When the mind flayer casts a spell that has a casting time of 1 action, the mind flayer can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Subtle Spell: When the mind flayer casts a spell, it can spend l sorcery point to cast the spell without any somatic or verbal components. Actions Tentacles. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 5 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends. Extract Brain. Melee Weapon Attack: +8 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: 55 (10d10) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain. Mind Blast (Recharge 5-6). The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Mind Flayer Sorcerer Medium aberration, lawful evil Armor Class 15 (breast plate) Hit Points 77 (14d8 + 14) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 12 (+1) 19 (+4) 15 (+2) 19 (+4) Saving Throws Int +8, Wis +6, Cha +8 Skills Arcana +8, Deception +8, Insight +6, Perception +6, Persuasion +8, Stealth +5 Senses darkvision 120 ft., passive Perception 16 Languages Deep Speech, Undercommon, telepathy 120 ft. Challenge 9 (5,000 XP) Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects. Innate Spellcasting (Psionics). The mind flayer's innate spellcasting ability is Intelligence (spell save DC 16). The mind flayer can innately cast the following spells, without providing material components: At will: detect thoughts, levitate 1/day: dominate monster, plane shift (self only) Spellcasting. The mind flayer is an 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It has the following sorcerer spells prepared: Cantrips (at will): blade ward, dancing lights, mage hand, ray of frost, shocking grasp 1st level (4 slots): shield, thunderwave 2nd level (3 slots): blur, ray of enfeeblement 3rd level (3 slots): catnap, counterspell, lightning bolt 4th level (3 slots): greater invisibility, vitriolic sphere


192 Chapter 1. Bestiary prestidigitation, shocking grasp 1st level-5th level (4 5th-level slots): armor of Agathys, arms of Hadar, crown of madness, clairvoyance, contact other plane, detect thoughts, dimension door, dissonant whispers, dominate beast, telekinesis, vampiric touch 1/day each: circle of death, maddening darkness, power word pain Whispering Aura. At the start of each of the mind flayer's turns, each creature of its choice within 5 feet of it must succeed on a DC 16 Wisdom saving throw or take 14 (4d6) psychic damage, provided that the mind flayer isn't incapacitated. Actions Tentacles. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 5 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends. Extract Brain. Melee Weapon Attack: +8 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: 55 (10d10) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain. Mind Blast (Recharge 5-6). The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Mind Flayer Warlock Medium aberration, lawful evil Armor Class 15 (breast plate) Hit Points 98 (15d8 + 30) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 14 (+2) 19 (+4) 17 (+3) 19 (+4) Saving Throws Int +8, Wis +7, Cha +8 Skills Arcana +8, Deception +8, Insight +7, Perception +7, Persuasion +8, Stealth +5 Senses darkvision 120 ft., passive Perception 17 Languages Deep Speech, Undercommon, telepathy 120 ft. Challenge 9 (5,000 XP) Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects. Innate Spellcasting (Psionics). The mind flayer's innate spellcasting ability is Intelligence (spell save DC 16). The mind flayer can innately cast the following spells, without providing material components: At will: detect thoughts, levitate 1/day: dominate monster, plane shift (self only) Spellcasting. The mind flayer is an 15th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: Cantrips (at will): eldritch blast, guidance, mage hand, minor illusion,


Chapter 1. Bestiary 193 Minotaurs Minotaur Berserker Large monstrosity, chaotic evil Armor Class 14 (natural armor) Hit Points 114 (12d10 + 48) Speed 40 ft. STR DEX CON INT WIS CHA 20 (+5) 11 (+0) 18 (+4) 6 (-2) 16 (+3) 9 (-1) Skills Perception +9 Senses darkvision 60 ft., passive Perception 19 Languages Abyssal Challenge 5 (1,800 XP) Charge. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away and knocked prone. Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled. Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Multiattack. The minotaur makes two attacks: one with its greataxe and one with gore. It can use Cleaving Swing in place of one attack. Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage. Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. Cleaving Swing (Recharges 5-6). The minotaur swings its greataxe, and every creature within 5 feet of it must succeed on a DC 16 Dexterity saving throw. On a failed saving throw, a creature takes 18 (2d12 + 5) slashing damage, or half as much damage on a successful one. Reactions Death Strike. In response to being reduced to 0 hit points by an attack and the attack is not a critical hit, the minotaur can move up to half its speed and make one melee attack with advantage before dying or falling unconscious. Minotaur Savage Bull of Baphomet Large monstrosity, chaotic evil Armor Class 15 (natural armor) Hit Points 143 (15d10 + 60) Speed 50 ft. STR DEX CON INT WIS CHA 22 (+6) 11 (+0) 18 (+4) 6 (-2) 16 (+3) 9 (-1) Skills Perception +9 Senses darkvision 60 ft., passive Perception 19 Languages Abyssal Challenge 7 (2,900 XP) Charge. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 13 (3d8) piercing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be pushed up to 15 feet away and knocked prone. Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled. Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Relentless (Recharges after a Short or Long Rest). If the minotaur takes 25 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Actions Multiattack. The minotaur makes three attacks: two with its claws and one with gore. Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage. Berserker The minotaur berserker is a ferocious combatant able to charge recklessly into a throng of foes, hoping to cleave through several of them with its massive greataxe. Even after it is struck with a fatal blow, the minotaur can still make one final lunging strike at its attacker before dropping dead. Savage Bull of Baphoment On very rare instances, Baphomet the Prince of Beasts would instill its essence in a minotaur. It would transform into what is called a Savage Bull of Baphomet - a poweful, feral version of the minotaur.


194 Chapter 1. Bestiary Minotaur Shaman Large monstrosity, chaotic evil Armor Class 14 (natural armor) Hit Points 119 (14d10 + 42) Speed 40 ft. STR DEX CON INT WIS CHA 18 (+4) 11 (+0) 16 (+3) 6 (-2) 18 (+4) 10 (+0) Skills Perception +10, Survival +7 Senses darkvision 60 ft., passive Perception 20 Languages Abyssal Challenge 6 (2,300 XP) Charge. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away and knocked prone. Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled. Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Spellcasting. The minotaur is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at will): druidcraft, poison spray, thorn whip 1st level (4 slots): earth tremor, entangle, thunderwave 2nd level (3 slots): hold person, spike growth 3rd level (3 slots): dispel magic, erupting earth 4th level (2 slots): freedom of movement, stoneskin Actions Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage. Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Minotaur Warrior Large monstrosity, chaotic evil Armor Class 19 (splint mail, shield) Hit Points 85 (10d10 + 30) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 11 (+0) 16 (+3) 6 (-2) 16 (+3) 9 (-1) Skills Perception +7 Senses darkvision 60 ft., passive Perception 18 Languages Abyssal Challenge 4 (1,100 XP) Charge. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled. Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage. Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Shaman A few minotaurs are born with the gift to harness nature's magic and serve as spiritual advisors to the tribe's chieftain. Warrior Warriors are minotaurs trained with the use of armor and shields.


Chapter 1. Bestiary 195 Mummies Ettin Mummy Large undead, lawful evil Armor Class 11 (natural armor) Hit Points 133 (14d10 + 56) Speed 30 ft. STR DEX CON INT WIS CHA 25 (+7) 8 (-1) 19 (+4) 6 (-2) 10 (+0) 12 (+1) Saving Throws Wis +3 Skills Perception +6 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 16 Languages Giant, Orc Challenge 9 (5,000 XP) Two Heads. The mummy has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Wakeful. When one of the mummy's heads is asleep, its other head is awake. Actions Multiattack. The mummy can use its Dreadful Glare twice (once for each head) and makes two rotting fist attacks. Rotting Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. Dreadful Glare. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 12 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours. Hill Giant Mummy Huge undead, lawful evil Armor Class 11 (natural armor) Hit Points 161 (14d12 + 70) Speed 30 ft. STR DEX CON INT WIS CHA 25 (+7) 8 (-1) 21 (+5) 5 (-3) 9 (-1) 12 (+1) Saving Throws Wis +2 Skills Perception +2 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 12 Languages Giant Challenge 10 (5,900 XP) Actions Multiattack. The mummy can use its Dreadful Glare and makes two rotting fist attacks. Rotting Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 7) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. Dreadful Glare. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 12 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours. Presented here are three examples of giant mummies: the ettin mummy, the hill giant mummy, and the ogre mummy. When some civilizations emtomb their nobility, they will also include a mummified giant which would serve as the tomb's guardian.


196 Chapter 1. Bestiary Ogre Mummy Large undead, lawful evil Armor Class 11 (natural armor) Hit Points 105 (11d10 + 44) Speed 30 ft. STR DEX CON INT WIS CHA 23 (+6) 8 (-1) 18 (+4) 5 (-3) 7 (-2) 12 (+1) Saving Throws Wis +0 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common, Giant Challenge 4 (1,100 XP) Actions Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist. Rotting Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. Dreadful Glare. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.


Chapter 1. Bestiary 197 Sorcery Points. The mummy has 10 sorcery points. It can spend l or more sorcery points as a bonus action to gain one of the following benefits: Heightened Spell: When the mummy casts a spell that forces a creature to make a saving throw to resist the spell's effects, it can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell. Quickened Spell: When the mummy casts a spell that has a casting time of 1 action, the mummy can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Subtle Spell: When the mummy casts a spell, it can spend l sorcery point to cast the spell without any somatic or verbal components. Actions Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist. Rotting Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. Dreadful Glare. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours. Royal Sorcerer Mummy Medium undead, lawful evil Armor Class 11 (14 with mage armor) Hit Points 90 (12d8 + 36) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 17 (+3) 12 (+1) 12 (+1) 18 (+4) Saving Throws Con + 7, Wis +5, Cha +8 Skills Arcana +5, Deception +8 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 11 Languages the languages it knew in life Challenge 10 (5,900 XP) Magic Resistance. The mummy has advantage on saving throws against spells and other magical effects. Spellcasting. The mummy is an 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It has the following sorcerer spells prepared: Cantrips (at will): acid splash, friends, mage hand, minor illusion, poison spray, ray of frost 1st level (4 slots): mage armor, shield 2nd level (3 slots): blur, ray of enfeeblement 3rd level (3 slots): counterspell, enemies abound, lightning bolt 4th level (3 slots): dimension door, greater invisibility 5th level (2 slots): cloudkill, cone of cold Royal Sorcerer When an emperor or king dies and is mummified, some of its most trusted advisors are also mummified and emtombed with them to serve as guardians. The royal sorcerer mummy is an example.


198 Chapter 1. Bestiary Myconids Myconid Guard Medium plant, lawful neutral Armor Class 13 (natural armor) Hit Points 33 (5d8 + 10) Speed 20 ft. STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 14 (+2) 10 (+0) 13 (+1) 7 (-2) Skills Perception + 3 Senses darkvision 120 ft., passive Perception 13 Languages ----- Challenge 1 (200 XP) Distress Spores. When the myconid takes damage, all other myconids within 240 feet of it can sense its pain. Sun Sickness. While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight. Actions Multiattack. The myconid makes two fist attacks. It can replace one of its fist attacks with Pacifying Spores. Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning damage plus 5 (2d4) poison damage. Pacifying Spores (3/Day). The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Rapport Spores. A 20-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour. Myconid Devoted Medium plant, lawful neutral Armor Class 12 (natural armor) Hit Points 39 (6d8 + 12) Speed 20 ft. STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 14 (+2) 10 (+0) 14 (+2) 7 (-2) Senses darkvision 120 ft., passive Perception 13 Languages ----- Challenge 1 (200 XP) Distress Spores. When the myconid takes damage, all other myconids within 240 feet of it can sense its pain. Sun Sickness. While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight. Actions Multiattack. The myconid uses either its Healing Spores or Pacifying Spores, then makes a stipe staff attack. Stipe Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage plus 7 (2d6) poison damage. Healing Spores (3/Day). A 10-foot radius of spores extends from the myconid. These spores can go around corners and affect only living creatures. Affected creatures regain 7 (2d6) hit points. Pacifying Spores (3/Day). The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Rapport Spores. A 20-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour. Reactions Self-Sacrifice. When a creature within 5 feet of the myconid is hit by an attack, the myconid swaps places with that creature and is hit instead. Guard Myconid guards watch over the myconid workers, protecting them from intruders and predators. Devoted The myconid devoted serves as the healer of the myconid. Aside from its other spore abilities, it can also release spores that heal the wounds of multiple targets.


Chapter 1. Bestiary 199 Nagas, Ancient Ancient Bone Naga Huge monstrosity, lawful evil Armor Class 16 (natural armor) Hit Points 105 (11d12 + 33) Speed 30 ft. STR DEX CON INT WIS CHA 19 (+4) 16 (+3) 16 (+3) 16 (+3) 16 (+3) 17 (+3) Saving Throws Int +8, Wis +10, Cha +9 Damage Immunities poison Condition Immunities charmed, exhaustion, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 13 Languages Common plus one other language Challenge 9 (5,000 XP) Magic Resistance. The naga has advantage on saving throws against spells and other magical effects. Spellcasting. The naga is a 10th-level spellcaster (spell save DC 15, +7 to hit with spell attacks) that needs only verbal components to cast its spells. If the naga was a guardian naga in life , its spellcasting ability is Wisdom, and it has the following cleric spells prepared: Cantrips (at will): mending, sacred flame, thaumaturgy 1st level (4 slots) : command, cure wounds, shield of faith 2nd level (3 slots): calm emotions, hold person 3rd level (3 slots): bestow curse, clairvoyance 4th level (3 slots): banishment, freedom of movement 5th level (2 slots): flame strike, geas If the naga was a spirit naga in life , its spellcasting ability is Intelligence, and it has the following wizard spells prepared: Cantrips (at will): mage hand, minor illusion, ray of frost 1st level (4 slots) : charm person, detect magic, sleep 2nd level (3 slots): detect thoughts, hold person 3rd level (3 slots): lightning bolt, water breathing 4th level (3 slots): blight, dimension door 5th level (2 slots): dominate person Actions Multiattack. The naga makes two attacks: one with its bite and one with its tail. Bite. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (3d6 + 4) piercing damage plus 14 (4d6) poison damage. Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. Legendary Actions The naga can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The naga regains spent legendary actions at the start of its turn. Tail. The naga makes a tail attack. Bite (Costs 2 Actions). The naga makes a bite attack. Cast a Spell (Costs 2 Actions). The naga casts a spell from its list of innate spells, using a spell slot as normal. Ancient Spirit Naga Huge monstrosity, chaotic evil Armor Class 16 (natural armor) Hit Points 126 (12d12 + 48) Speed 40 ft. STR DEX CON INT WIS CHA 22 (+6) 17 (+3) 18 (+4) 17 (+3) 16 (+3) 17 (+3) Saving Throws Dex +9, Con +10, Wis +10, Cha +9 Damage Immunities poison Condition Immunities charmed, poisoned Senses darkvision 60 ft., passive Perception 15 Languages Celestial, Common Challenge 13 (10,000 XP) Magic Resistance. The naga has advantage on saving throws against spells and other magical effects. Rejuvenation. If it dies, the naga returns to life in ld6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning. Spellcasting. The naga is a 14th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks) and it needs only verbal components to cast its spells. It has the following wizard spells prepared: Cantrips (at will): mage hand, minor illusion, ray of frost 1st level (4 slots) : charm person, detect magic, sleep 2nd level (3 slots): detect thoughts, hold person, misty step 3rd level (3 slots): dispel magic, lightning bolt, water breathing 4th level (3 slots): blight, dimension door 5th level (2 slots): dominate person, telekinesis 6th level (1 slot): chain lightning, disintegrate 7th level (1 slot): finger of death, symbol Actions Multiattack. The naga makes two attacks: one with its bite and one with its tail. Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6) piercing damage, and the target must make a DC 18 Constitution saving throw, taking 40 (9d8) poison damage on a failed save, or half as much damage on a successful one. Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. Legendary Actions The naga can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The naga regains spent legendary actions at the start of its turn. Tail. The naga makes a tail attack. Bite (Costs 2 Actions). The naga makes a bite attack. Cast a Spell (Costs 2 Actions). The naga casts a spell from its list of innate spells, using a spell slot as normal. Presented in this section are the ancient versions of the bone, spirit, and guardian naga.


200 Chapter 1. Bestiary 6th level (1 slot): heal, true seeing 7th level (1 slot): divine word, resurrection 8th level (1 slot): holy aura Actions Multiattack. The naga makes two attacks: one with its bite and one with its tail. It can replace a bite attack with Spit Poison. Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) piercing damage, and the target must make a DC 18 Constitution saving throw, taking 54 (12d8) poison damage on a failed save, or half as much damage on a successful one. Spit Poison. Ranged Weapon Attack: +9 to hit, reach 20 ft./40 ft., one target. Hit: The target must make a DC 18 Constitution saving throw, taking 54 (12d8) poison damage on a failed save, or half as much damage on a successful one. Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. Legendary Actions The naga can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The naga regains spent legendary actions at the start of its turn. Tail. The naga makes a tail attack. Bite (Costs 2 Actions). The naga makes a bite attack. Spit Poison (Costs 2 Actions). The naga uses Spit Poison. Cast a Spell (Costs 2 Actions). The naga casts a spell from its list of innate spells, using a spell slot as normal. Ancient Guardian Naga Huge monstrosity, lawful good Armor Class 19 (natural armor) Hit Points 196 (17d12 + 85) Speed 40 ft. STR DEX CON INT WIS CHA 23 (+6) 18 (+4) 20 (+5) 17 (+3) 20 (+5) 19 (+4) Saving Throws Dex +9, Con +10, Int +8, Wis +10, Cha +9 Damage Immunities poison Condition Immunities charmed, poisoned Senses darkvision 60 ft., passive Perception 15 Languages Celestial, Common Challenge 15 (13,000 XP) Magic Resistance. The naga has advantage on saving throws against spells and other magical effects. Rejuvenation. If it dies, the naga returns to life in ld6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning. Spellcasting. The naga is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks) and it needs only verbal components to cast its spells. It has the following cleric spells prepared: Cantrips (at will): mending, sacred flame, thaumaturgy 1st level (4 slots) : command, cure wounds, shield of faith 2nd level (3 slots): calm emotions, hold person, zone of truth 3rd level (3 slots): bestow curse, clairvoyance, dispel magic 4th level (3 slots): banishment, freedom of movement 5th level (2 slots): flame strike, geas


Chapter 1. Bestiary 201 Nightmare, Cauchemar Cauchemar Huge fiend, neutral evil Armor Class 14 (natural armor) Hit Points 173 (15d12 + 75) Speed 60 ft., fly 90 ft. STR DEX CON INT WIS CHA 22 (+6) 15 (+2) 20 (+5) 10 (+3) 14 (+2) 16 (+3) Damage Immunities fire Senses darkvision 60 ft., passive Perception 12 Languages understands Abyssal, Common, and Infernal but can't speak Challenge 8 (3,900 XP) Aura of Dread. A creature hostile to the cauchemar that starts its turn within 20 feet of the cauchemar must succeed on a DC 14 Wisdom saving throw, unless the cauchemar is incapacitated. On a failed save, the target is frightened until the start of its next turn. While frightened in this way, the target can't perform any actions except move up to half its speed. If a creature's saving throw is successful, the creature is immune to the cauchemar's Aura of Dread for the next 24 hours. Confer Fire Resistance. The cauchemar can grant resistance to fire damage to anyone riding it. Illumination. The cauchemar sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Actions Multiattack. The cauchemar makes two attacks: one with its bite and one with its hooves. Bite. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 10 (3d6) fire damage. Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage plus 10 (3d6) fire damage. Ethereal Stride. The cauchemar and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa. Sulfur Breath (Recharge 5-6). The cauchemar exhales nauseating sulfurous smoke in a 15-foot cone. The smoke spreads around corners, and its area is heavily obscured. Each creature in that area must succeed on a DC 16 Constitution saving throw. On a failed save, the creature takes 14 (4d6) fire damage and spends its action on each of its turns retching and reeling for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures that don't need to breathe or are immune to fire automatically succeed on this saving throw. On a successful save, the creature takes half as much damage and does not suffer any other effects. Cauchemar The cauchemar is a larger and more dangerous nightmare. It perpetually projects an aura of dread and can exhale a cone of sulfurous smoke that can nauseate those who are unfortunate enough to get caught in it. They are normally the steeds of large fiend commanders and blackguards.


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